The Beamtown Bullies
Reanimation normally serves the caster; this hands the effect to whoever's turn it is and aims it at the table like a loaded weapon. The tap ability fires only during an opponent's turn, puts a creature from your graveyard onto the battlefield under their control, wraps it in haste and goad, then exiles it at the next end step. Two payoffs live in that structure at once. The clean version is a battering ram: the fatty rotting in your bin marches in on someone else's clock, and goad forces it to attack a player other than you, so your dead card becomes a political weapon pointed at whichever opponent you least want to see stabilize. The other version is the one the card was truly built for: gifting a creature whose downside becomes the recipient's problem. Load your graveyard with something like Leveler, whose enters-the-battlefield trigger exiles its new controller's entire library, and the "gift" leaves them decked, drawing from nothing on their next draw step and losing the game. The nonlegendary clause is what keeps this a pointed trick rather than a symmetrical one, walling the ability off from the game's most degenerate legends. Vigilance and haste on the body are nearly incidental beside the real design: an ability deliberately dead on your own turn, built entirely to warp the turns you do not control. Every creature you have already lost becomes leverage over who survives the next combat.

